Item Configuration

This page will show how to create items and list the available options to customize them

Item Creation

The creation and configuration of items is primarily done in the /RPProfessions/items/ folder, in a .yml file named after one of your professions. E.g. /RPProfessions/items/alchemist.yml if you've created a profession named alchemist. The name is not case sensitive.

To create an item, minimum 2 things must be configured: Its id and its material. The rest is optional and allows you to make unique items.

BRONZE_INGOT:
  material: COPPER_INGOT

Item Options

Here is the exhaustive list of item options.

General Options

Material

The material is the base of the item and corresponds to the actual Minecraft item. Everything else is built on this material.

A full list of the available material can be found here.

material: WOODEN_SWORD

Amount

The amount can be specified as well.

amount: 8

Display Name

The display name is the custom name of your item. This will change the original name of the item to the one you set. This name can be colored and formated using color/format codes.

The color and format codes can be found here, under "chat code".

display-name: "&a&lAwesome Item"

Damage

This option modifies how damaged the item is.

damage: 48

Not to be confused with the attack-damage option.

Lore

The lore allows you to add lines of text to the item description. Color/format codes can be used here as well.

lore:
- "&7This sword has been"
- "&7forged using the &cfire"
- "&7breath of dragons"

Item Flags

The item flags dictates behaviors of the item.

You can find the full list of item flags here. What they do is obvious thanks to their self explanatory name.

Enchantments

You can add any enchantments you like on your item and specify their level.

You can find the full list of enchantments here.

enchantments:
  unbreaking: 2
  sharpness: 1
  smite: 1

Consumable Options

Any item that can be consumed (like food and potions).

Effects

The effects the item gives when consumed. Check the Effects Configuration page for further informations on effects.

effects:
  - CRITICAL_STRIKE_CHANCE_POTION_I

Potion Options

It is also possible to create custom potions. To do that the material must be set to POTION otherwise it won't be considered as such.

material: POTION

Potion type

The potion type is the base of the potion. If the potion is supposed to be fully customized, this value should be set to something that does not give effects (e.g. AWKWARD).

You can find the full list of potion types here.

potion-type: MUNDANE

Setting the potion-type option to something that does have effects (e.g. FIRE_RESISTANCE) will apply its effects to the final potion.

Upgraded

Whether the potion should have an upgraded effect (i.e. Upgrade the potion level from I to II). This is equivalent to modifying the base potion with glowstone.

upgraded: true

Extended

Whether the potion effect should have an extended duration. This is equivalent to modifying the potion with redstone.

extended: true

Note that is vanilla Minecraft it is not possible to have a potion that is both upgraded and extended.

Potion effects

You can decide what potion effects should be granted by your potion and even add multiple effects at once.

You can find the full list of potion effects here.

potion-effects:
  SPEED:
    amplifier: 1
    duration: 30
  INCREASE_DAMAGE:
    amplifier: 0
    duration: 30
  

The amplifier option determines the level of the effect (0 means level 1) and the duration option determines how long the effect should last (in seconds).

Attributes

You can customize the attributes of your items.

All the values of these options can be float as well (e.g. 4.75). Some of them can have a negative value.

Attack damage

This option modifies how much damage the item should deal when used on other entities.

attack-damage: 8

Attack speed

The attack speed lets you modify how often an item can be used to hit other entities, i.e. the delay (in seconds) between swings.

attack-speed: 1.6

Armor

How many armor points the item should give when worn.

armor: 2

Armor toughness

How many armor toughness points the item should give when worn.

armor-toughness: 0.5

Max health

How many health points the item should give when worn.

max-health: 3

A bonus of 1 max health is equivalent to half a heart in game, i.e. a full heart of bonus health is a bonus of 2.

Knockback resistance

How much resistance to push backs the item should give (in percentage) when worn.

knockback-resistance: 0.12

The value should be bound between -1 and 1. 0 means 0%, 0.12 means 12%, -1 means -100%.

Movement speed

How much bonus movement speed (in percentage) the item should give when worn.

movement-speed: -0.025

Be careful when using large values as this can easily make the item way overpowered.

Flying speed

How much flying movement speed (in percentage) the item should give when worn.

flying-speed: 0.5

Other Options

Here are a couple of other options.

Custom model data

You can set the custom model data of your item to change its appearance using resource packs.

custom-model-data: 3

Unbreakable

Whether the item should be unbreakable.

unbreakable: true

Color

Set the color of the leather armor. Doesn't have any effect on other items.

color:
  red: 255
  green: 0
  blue: 128

The color is set using RGB values set between 0 (no color) and 255 (full color). The final color is the result of mixing the values of red, green and blue.

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